mobtimeapp / mobtime

A real-time, collaborative mob programming timer. Made with technology from the future, today!
https://mobti.me
MIT License
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Option to pick members in random order #281

Closed mirozcom closed 1 year ago

mirozcom commented 1 year ago

The current implementation has a fixed order. In a team of five, a member is first a driver, the next turn is a navigator, then has no role for three turns. And it always repeats the same.

A setting to shuffle the order would be nice to have. When the timer expires with the shuffle option turned on, instead of choosing the driver and navigator from the list sequentially, they are selected randomly. (Currently, this can be simulated by clicking randomize after each turn)

mrozbarry commented 1 year ago

In the settings section, you can add or change roles if you want something different than navigator,driver or if you want more roles.

I can't speak to every mob, but I think there is something good about having a consistent order/flow, rather than randomizing after each turn.

With that said, how does your mob actual work? Like if you weren't using mobtime, what flow would you want your team to go through? That might help me understand your use case and how you expect mobtime to work.

mirozcom commented 1 year ago

Without mobtime, we usually had members volunteer. So, those who didn't have a role for some time would go next. In mobtime, you are driver and then navigator in sequence, and then pausing for three turns. I want to make this more spread out.

By using random picks this should even out. Of course, full random could produce some bad streaks. Some weighted random that favors more members that didn't have an action for longer time would be even better.

mrozbarry commented 1 year ago

I'm not sure that the random volunteer is the prime case for mobtime. What you could probably do is just add "fake" mob members to fill in the roles, and decide who is performing what role using a different system. There might be an opportunity to have some sort of external integration to handle your team's flow, but so far you are the only team that has requested this feature.

So I think the answer here is this feature probably doesn't belong in the core of mobtime, since I don't think it represents the flow of the average mob, but I do think this could become a bot feature in a future iteration of mobtime (that I am currently working on in my spare time).

I'm going to close this issue (but I'm still open to discussion), but if there is significant change in how many people/teams use mobtime that closer resembles this random flow, I'd be happy to have this issue re-opened.